Timeline for Physically Based Shading for Diffuse surfaces
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
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Feb 4, 2019 at 9:37 | vote | accept | gallickgunner | ||
Feb 2, 2019 at 15:41 | answer | added | gallickgunner | timeline score: 1 | |
Jan 30, 2019 at 22:21 | answer | added | lightxbulb | timeline score: 0 | |
Jan 29, 2019 at 9:32 | comment | added | gallickgunner | Yeah I actually read the whole course notes by Naty. It was an eye opener but I still couldn't get an answer to above problems. Infact that's where my problem arose. If the Fresnel reflectance is an RGB triple then what's the origin of the color, the absorption by atoms or the frensel reflectance? Maybe the two are linked but I can't seem to figure out how. I read your question but didn't quite understand what the guy was trying to say in the end. So basically the gist is, the fresnel terms are actually baked inside the diffuse BRDF? | |
Jan 29, 2019 at 8:41 | comment | added | Julien Guertault | Regarding your third point, I asked a similar question here: computergraphics.stackexchange.com/questions/2285/… | |
Jan 29, 2019 at 8:39 | comment | added | Julien Guertault | I'll try to find time to answer later, but in the mean time, Naty Hoffman's course is an excellent primer (I'm not sure those are the notes you are referring to). Video: youtube.com/watch?v=j-A0mwsJRmk Course material: blog.selfshadow.com/publications/s2013-shading-course | |
Jan 28, 2019 at 19:53 | history | edited | gallickgunner | CC BY-SA 4.0 |
added 206 characters in body
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Jan 28, 2019 at 19:40 | history | asked | gallickgunner | CC BY-SA 4.0 |